/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Async/AbilityAsync_WaitGameplayTagQuery.h
Wait until the given gameplay tag query has become true or false, based on TriggerCondition, looking at the target actors ASC. If the the tag query already satisfies the TriggerCondition when this task is started, it will immediately broadcast the Triggered event. It will keep listening as long as bOnlyTriggerOnce = false. If used in an ability graph, this async action will wait even after activation ends. It's recommended to use WaitGameplayTagQuery instead.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|Tasks", Meta=(DefaultToSelf="TargetActor", BlueprintInternalUseOnly="TRUE")) static [UAbilityAsync_WaitGameplayTagQuery](API\Plugins\GameplayAbilities\Abilities\Async\UAbilityAsync_WaitGameplayTagQue-) * WaitGameplayTagQueryOnActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * TargetActor, const [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) TagQuery, const [EWaitGameplayTagQueryTriggerCondition](API\Plugins\GameplayAbilities\Abilities\Tasks\EWaitGameplayTag-) TriggerCondition, const bool bOnlyTriggerOnce )